/Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/TransferBoneWeights.h
// After the transfer you can check which target mesh vertices had the weight transferred directly from the source mesh // via theFTransferBoneWeights:MatchedVertices array
class FTransferBoneWeights
bool
bIgnoreBoneAttributes
Completely ignore the source and target mesh bone attributes when transferring weights from one dynamic mesh to another.
bool
bUseIntrinsicLaplacian
If true, will use the intrinsic Delaunay mesh to construct sparse Cotangent Laplacian matrix.
bool
bUseParallel
Enable/disable multi-threading.
TArray< float >
ForceInpaint
Optional mask where if ForceInpaint[VertexID] != 0 we want to force the weights for the vertex to be computed automatically.
FName
ForceInpaintWeightMapName
Alternatively, if the mask is stored as a target mesh weight map attribute, specify its name.
TUniquePtr<FDy...
InternalSourceBVH
If the caller doesn't pass BVH for the source mesh then we compute one.
TUniquePtr<FMe...
InternalSourceMeshNormals
If the source mesh doesn't have per-vertex normals then compute them
bool
LayeredMeshSupport
If true, when the closest point doesn't pass the normal threshold test, will try again with a flipped normal.
TArray< bool >
MatchedVertices
OutputsMatchedVertices[VertexID] is set to true for a target mesh vertex ID with a match found, false otherwise.
double
NormalThreshold
Maximum angle (in radians) difference between target and source point normals to be considred a match.
int32
NumSmoothingIterations
The number of optional post-processing smoothing iterations applied to the vertices without the match.
FProgressCancel...
Progress
Optional InputsSet this to be able to cancel the running operation.
double
SearchRadius
Optional Inputs forETransferBoneWeightsMethod::InpaintWeightsmethodRadius for searching the closest point.
float
SmoothingStrength
The strength of each post-processing smoothing iteration.
constFDynamicM...
SourceBVH
The caller can optionally specify the source mesh BVH in case this operator is run on multiple target meshes while the source mesh remains the same.
constFDynamicM...
SourceMesh
Source mesh we are transfering weights from.
FName
SourceProfileName
The name of the source mesh skinning profile name.
FTransformSRT3d
TargetToWorld
Transform applied to the input target mesh or target point before transfer.
ETransferBoneWe...
TransferMethod
The transfer method to compute the bone weights.